[OOC: six turns have passed since the end of the last battle. Effects that are still within duration are considered active. AoE spells and effects on Drow are still active, but far to the right of the present map - a 'zoom in' on part of the western area of the battlefield. Also, since we're looking towards the same direction as far as initiative goes, I'll work your actions in order, but before I play the enemies - thank God!
It makes things a lot simpler to me and it gives you guys a better chance to flash out your powers and strategies.]
ARDUNIEL
The elf's voice whispers the strange, arcane incantation, bringing the sound as if it detached itself from his lips. The whisper rises, reaching out the enemies. Two of the riders seem unshaken by the spell, but the third one - the woman in black armor near the southern flank - pulls the nightmare back with a furious gesture.
"Nay! NAY! What foul trick is this? It is IMPOSSIBLE! You might have captured my brothers in arms, coward surface-dweller, but you will fall
by my arms! Remember the name of
Thea the Black and speak of it with fear and respect
before your weakling gods as they take your soul! - she explodes towards her own mounted companion, who now pulls his own mount back, trying to avoid the impact!
"Thea,
what madness befalls your mind?" - the rider in the far south answers. "What treachery is this?" - without wincing, the rider arms himself against her plunging the banner on the floor and pulling out his own sword! "Aah, perhaps our enemy fools your feeble mind, but I,
Tulio of Oda, will not fall victim to parlor tricks! - he rides towards her, preparing to ram her down from her mount!
ALICE
Contemplating the scene, Alice rolls her small contraption between her fingers, feeling the shield cover her as a layer of glue. First the feet, then the legs, and then her torso and arms, up until her head, her body becomes enveloped by the shield. While the spell takes effect, her mind races, capturing the smallest details from her enemies. The first thing she notices is how tractable the nightmares are. Such unruly creatures would never abide by mortal creatures mounting them - let alone rein them with those black chains... As usual, her eyes roll through the scene, rewarding her mind with a simple, yet lethal, detail: the beasts are commanded through the use of a magic item, that's for sure! She wouldn't be surprised if the creatures were actually invoked by such an artifact! Without it, either the beasts would vanish from this plane or they would break free, leaving the riders behind... Now, it could be the metallic rein, or the horse vest, or the saddle.... But she can't tell which exactly.
DAXIO
Daxio's magical detection denounces no small amount of mystic forces emanating from the riders. Aside from the nightmares - they themselves magical creatures - it seems clear that the helmets hold some sort of protective magic, as well as the armor. The weapons are under some sort of elemental effect, which turns them into flaming gear - but they're not magical in themselves. The nightmares' mail overcoats are a point of interest... They're magical items! It's surprising to see the Drow caring that much for their mounts...
INITIATIVE ORDER:
DAXIO
ARDUNIEL
ZYARA
BATKNIGHT
ARANEL, ALICE AND MOSS
[Ok, I'll wait on Aranel's fireball confirmation - or on another action. To go: Daxio, Zyara, Batknight, Aranel, Moss. I also included an observation for Daxio, since he's the first of the round. It doesn't mean I forgot Moss' perception test - or the ungodly amounts of perception that the other characters have!I'll just include the info as appropriate...
]
@
Neurotic @
KahlessNestor @
Shayuri @
Charlotte of Oz @
MetaVoid @
Kaodi
MAP UPDATED
https://docs.google.com/document/d/1l8d4JfuERBlwxOyxyeHt2aMphSnGFqDDH64Exv6yQ88/edit
MINI-SHEETS!
AUTUMN CHAMPIONS
[SBLOCK]
The 'Round Table' of the Autumn Court, these knights are equally skilled warriors and bards. Their courtly talents are unmatched in the Underworld. Strangely, not every knight fights today....
TO HIT: +23
CBM: +17
CBD: +30
AC: 30(24/26)
HP: 120
FOR+15 REF +10 WILL +14
DAMAGE: Lance of jousting (1D8+7)(double in charge); two-handed sword (1D10+7)
SPECIAL: damage reduction - blungeoning/magic - 15; spell resistance - 13; channel negative energy (on attack) - +5D6 damage; blasphemy (3x/day); phobia (2x/day); shadowbard (1x/day)
[/SBLOCK]
NIGHTMARE
[SBLOCK]
TO HIT:+9/+4
CMB: +11
CMD: +26
AC: 22 (13/17)
HP:71
DAMAGE: 1d4+4 - bite - 1d6+2 hooves (+1d4 fire)
FOR+8 REF+7 WILL+3
SPECIAL: cloud of smoke 15 feet - skcness 1d6 minutes - FOR 16 denies (1 round duration, conceals as obscuring mist)
[/SBLOCK]
ENEMY STATUS
[SBLOCK]
KNIGHT 1 (HORN) - 120
KNIGHT 2 - 120
KNIGHT 3 - 120
KNIGHT 4 - 120
KNIGHT 5 - 120
KNIGHT 6 - 120
KNIGHT 7 (BANNER)- 120
KNIGHT 1 - 120
MOUNT 1 - 71
MOUNT 2 - 71
MOUNT 3 - 71
MOUNT 4 - 71
MOUNT 5 - 71
MOUNT 6 - 71
MOUNT 7 - 71
[/SBLOCK]